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dc.contributor.authorGu, Gibeomen_US
dc.contributor.authorKim, Duksuen_US
dc.contributor.editorMadeiras Pereira, João and Raidou, Renata Georgiaen_US
dc.date.accessioned2019-06-02T18:21:28Z
dc.date.available2019-06-02T18:21:28Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-088-8
dc.identifier.urihttps://doi.org/10.2312/eurp.20191150
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/eurp20191150
dc.description.abstractWe present a novel GPU ray-casting algorithm for volume rendering unstructured grid data. We employ the per-pixel intersection list to guarantee accurate results for non-convex meshes. For efficient memory access for the lists on the GPU, we represent the intersection lists for all faces as an array. To increase ray-coherency in a thread block and improve memory access efficiency, we propose an image-tile based ray distribution method. Also, we found that a prior approach using a per-thread local buffer to reduce redundant computation is not proper for recent GPUs. Instead, we use an on-demand calculation strategy that achieves much better performance even when it allows duplicate computation. With a GPU, our method achieved up to 36.5 times higher performance for the ray-casting process, and 18.1 times higher performance for the entire volume rendering, compared with the Bunyk algorithm using a CPU core. Also, our approach showed up to 8.2 times higher performance than a GPU-based cell projection method while generating more accurate rendering results.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleAccurate and Memory-Efficient GPU Ray-Casting Algorithm for Volume Rendering Unstructured Grid Dataen_US
dc.description.seriesinformationEuroVis 2019 - Posters
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/eurp.20191150
dc.identifier.pages77-79


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